Cammy (SFIV)

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Introduction and Notation(s)

Welcome to the Cammy Wiki. This of course will be all the GENERAL info you need to know about Cammy. Read the SRK forums for Cammy's in depth questions and what not.

Please refer to this thread for Questions and comments: http://forums.shoryuken.com/showthread.php?p=6261252&posted=1#post6261252

These are the notations that I will use, and please talk in "1 player" view:
Style 1: Numbers
7 8 9
4 5 6
1 2 3
-where 5 = neutral, left is 4, and 8 is up.
quarter circle forward is: 236
360 is: 360 (there are no zeros so pay attention)
Style 2: Letters
u - up
d - down
l - left
r - right

s - stand
cr - crouch
j - jump

qcf/b - quarter circle forward/back
hcf/b - half circle forward/back
TK - Tiger Knee 12369

Button Notation
l = light
m = medium
h = hard

p = punch
k = kick
P = all punches or kicks
K = kicks

xx = cancel
, = separator

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

FADC forward/back

FADCf:



FADCb: This is really helpful for Cammy's bait tactics and getting out of the way.... update after son gets out of the bath

Special Moves

credit to bokchoy for EX info and damage http://forums.shoryuken.com/showthread.php?t=179574

CS = Cannon Spike
623+k
Damage: 160 (Compare to: 120/140/150)
EX Properties:
-Aside from extra damage, unsure

SA = Spiral Arrow
236+k
Damage: 160 (Compare to 100/120/140)
EX Properties:
-Projectile Invincibility

SBF = Spinning Back Fist
63214+p
Damage: 160 (Compare to: 160)
EX Properties:
-Full Invincibility from startup until active frames
Uses and Notes:
-Otherwise identical to MP version.
-Sets up Ultra
-Safe on block

DK = Dive Kick aka Cannon Strike
(in air) 214+k
Damage: 80 (Compare to: 70)
EX Properties:
-Can be used while jumping straight up or backwards
-Faster speed
Uses and Notes:
-The faster decent allows her to combo even when hitting the Cannon Strike deep.
-Can be linked into Ultra
-Does not have increased hit or block stun.

HC = Hooligan Combo
12369+p
-- HCg = grab (inside of grab range)
-- HCs = slide kick (do nothing)
-- HCc = cancel (outside of grab range)
Damage (on slide): 120 (Compare to: 100)
EX Properties
-Tracks the opponent with the right trajectory
-Can potentially travel the full distance of the screen.
-Fast horizontal movement
Uses and Notes:
-The damage increase only applies to the no-input slide. Both throws do the same damage

FA = Focus Attack
mp+mk

FADC = Focus Attack Dash Cancel
-- FADCf = forward
-- FADCb = back

Super Move

Spiral Drive Smasher: 236236+k

Ultra Move

Gyro Drive Smasher: 236236+K

The Basics

Combos

Combos that I personally abuse:
(add a j.hk/hp or dive kick to these for more damage)
-s.hp, SA/CS
-cr.mk, SA
-s.lp, cr.lk, SA
-CS, FADCf, CS
-cr.mp/mk, SA, FADC, grab/cr.lk, SA

j.hk and DK connect with the following combos:
-cr/s.lk/lp, SA
-cr.mp/mk, SA

-s.lk, s.lp, cr.lk, hk.SA xx super
-s.lk, s.lp, cr.lk, hk.SA, FA (level 1)
-s.lk, s.lp, cr.lk, hk.SA, FADCf, grab
-s.lk, s.mp, cr.mk, hk.SA xx super

-s.hp, SA xx super
-s.hp, cr.mk, hk.SA xx super

ULTRA link-ins:
-CS, FADCb, Ultra * This is the one you should be mastering
-[far] EX SA, hk.CS, FADCb, ULTRA
-CS, FADCf, CS, FADCb, ULTRA

ULTRA combo-in:
j.hk, ULTRA

1up's Strategy

this is from 1up's guide: http://mycheats.1up.com/view/section...xbox_360#cammy

Controlling the Ground Cammy can control the ground best when she is about one character distance away from her opponent using her Cannon Strike and normals moves, though she has many other ways to close in on her opponent when she is outside of this range such as her Hooligan Combination and Spin Knuckle.

Her Cannon Strike can only be performed when jumping forward, but this is a great move to pressure opponents who are in front of you. It comes out a a quick speed and you can combo into a number of different moves once it connects such as her standing Hard Punch. The key is to execute the Cannon Strike just as soon as you jump forward, and not as much when you are well into the air. The move itself is somewhat safe if you perform it correctly, although you can be reversaled by a Dragon Punched out of it if you do not time it correctly. The EX Version gives you more time to follow up with an attack and comes out a bit quicker overall making it a good option when you have the meter. This move will trade with Dragon Punches, so be careful against Ryu and Sagat because they can follow up with an Ultra even when their uppercuts trade. You can also use this move in succession on the other side of the screen to build EX meter. Also, if the Cannon Strike is blocked, you can mix in a Focus Attack Dash Canceled Cannon Spike to hit them out of their throw attempts and still be safe even if they continue to block.

Her Spiral Arrow hits low so it can be a good move to catch opponents who are blocking high, but it is unsafe when blocked low and can be punished with a number of moves so be careful with this move. Typically it is better to combo into it off of one of her crouching normal moves, or use the Hard Kick version and Focus Attack Dash Cancel the first hit and dash in for a combo if it hits or a throw if it is blocked.

Against projectile throwing characters her Quick Spin Knuckle is a great move to use to pass through their fireballs. The first hit can be Focus Attack Dash Canceled so use this to your advantage perform a combo on hit or go for a throw when it is blocked.

Speaking of which, Cammy's Hooligan Combination can set up a number of different mix-up opportunities. It is best used against opponents who are standing or blocking high. You can grab them by pressing throw command or simply press nothing to get a low attack which you can Focus Attack Dash Cancel and follow up with a combo on hit or simply go in for a throw if they block. The EX Version is great in that it travels full screen and you can grab opponents who are throwing fireballs from very far away.

Her Hard Kick and Medium Kick are her two farthest reaching normal moves so they are good moves to poke with. Her standing Medium Punch does not have as much range but you can cancel into her specials and supers from it so it can be a good move to pressure with as well. Her crouching Medium Kick has decent range and can be canceled into her special and super moves too.

Controlling the Air Cammy can control the air primarily with her Cannon Spike which will hit jumping opponents. You can Focus Attack Dash Cancel and follow up with another Cannon Spike as well if it hits deep enough.

Her Hooligan Throw will catch jumping opponents and is usually best to catch opponents who are jumping away from your mix-up's. As mentioned before, the EX version is very fast and travels full screen. Like Chun-Li and Guile, she has an air throw to catch opponents who jump too much as well. Her crouching Hard Punch is her best normal move to stop jump in attacks.

Matchups

Frame Data

Frames Frames Frames of Frames of Super Meter Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain Chain Special Super Notes
Close LP 25 50 3 2 8 12 +1 +4 10 13 20 O O O -
Close MP 70 100 4 4 15 22 +2 +6 20 24 40 X O O -
Close HP 100[80] 200[150] 4 4 15 22 -1 +3 17 22 60 X O O -
Close LK 25 50 4 2 8 13 +1 +4 10 13 20 O O O -
Close MK 65 100 4 3 17 23 -6 -3 13 16 40 X O O -
Close HK 110 200 9 5 24 37 -11 -7 17 21 60 X X X -
Far LP 25 50 3 3 7 12 +1 +4 10 13 20 O O O -
Far MP 70 100 7 4 14 24 -4 -1 13 16 40 X O O -
Far HP 120 200 7 2 19 27 -3 +1 17 21 60 X X X -
Far LK 30 50 4 3 6 12 +2 +5 10 13 20 O O O -
Far MK 70 100 7 2 13 21 -1 +2 13 16 40 X X X -
Far HK 110 200 8 2 21 31 -6 -2 16 20 60 X X X -
crouch LP 20 50 3 2 8 12 +1 +4 10 13 20 O O O -
crouch MP 65 100 5 4 10 18 0 +3 13 16 40 X O O -
crouch HP 110 200 6 4 12 21 +2 +7 17 22 60 X X X Forces stand
crouch LK 25 50 3 3 9 14 -1 +2 10 13 20 O O O Low attack
crouch MK 65 100 6 4 12 21 -2 +1 13 16 40 X O O Low attack
crouch HK 95 150 7 2 24 32 -8 D 17 - 60 X X X Low attack, cannot fast recover
Jump up LP 50 50 4 4 - - - - 8 11 20 - - - -
Jump up MP 80 100 5 4 - - - - 10 13 40 - - - -
Jump up HP 100 200 5 3 - - - - 16 20 60 - - - -
Jump up LK 30 50 5 5 - - - - 8 11 20 - - - -
Jump up MK 70 100 5 7 - - - - 11 15 40 - - - -
Jump up HK 100 200 5 3 - - - - 15 18 60 - - - -
Jump forward LP 50 50 4 5 - - - - 8 11 20 - - - -
Jump forward MP 80 100 5 3 - - - - 11 15 40 - - - -
Jump forward HP 100 200 6 4 - - - - 15 18 60 - - - -
Jump forward LK 30 50 4 7 - - - - 8 11 20 - - - -
Jump forward MK 70 100 5 4 - - - - 11 15 40 - - - -
Jump forward HK 100 200 6 5 - - - - 15 18 60 - - - -
Focus Attack LVL 1 60 100 21 2 35 57 -21 -21 15 15 20 - - - -
Focus attack LVL 2 80 150 18+11 2 35 65 -15 D 21 - 40 - - - -
Focus attack LVL 3 120 200 65 2 35 101 D D - - 60 - - - -
Forward Throw 140 130 3 2 20 24 - D - - 40 - - - Throw range 0.75
Back throw 135 140 3 2 20 24 - D - - 40 - - - Throw range 0.75
Air Throw 150 150 5 2 - - - D - - 40 - - - Throw range 1.0
Cannon Spike LK 120[80] 200[100] 5 21 32 57 -30 D 20 - 30/40 X X O 1~4f invincible, (translate), (translate)
Cannon Spike MK 140[90] 200[100] 5 26 30 60 -30 D 20 - 30/40 X X O 1~5f invincible, (translate)
Cannon Spike HK 150[95] 200[100] 5 31 29 64 -30 D 20 - 30/40 X X O 1~5f invincible, (translate)
Cannon Spike EX 160[95] 200[100] 5 26 30 60 -30 D 20 - 0/0 X X O 1~6f invincible, (translate)
Spiral Arrow LK 100 150 7 19 19 44 -17 D 20 - 30/30 X X X Low attack
Spiral Arrow MK 120 150 7 19 19 44 -17 D 20 - 30/30 X X X Low attack
Spiral Arrow HK 80*60 100*80 7 7*12 19 44 -10 D 20 24*- 30/30*30 X X O Low attack, 1st hit cancellable
Spiral Arrow EX 100*60 100*100 7 7*12 19 44 -10 D 20 24*- 0/0 X X O Low attack, 1st hit cancellable, 1~25f projecticle invincible
Spin Knuckle LP 80*80 100*100 37 3*7 11 57 +3 D 20 24*- 30/20*20 X X O (translate), 2~25(translate), Armor break, 1st hit cancellable
Spin Knuckle MP 80*80 100*100 36 3*7 11 56 +3 D 20 24*- 30/20*20 X X O (translate), 2~25(translate), Armor break, 1st hit cancellable
Spin Knuckle HP 80*80 100*100 39 3*7 11 59 +3 D 20 24*- 30/20*20 X X O (translate), 2~25(translate), Armor break, 1st hit cancellable
Spin Knuckle EX 80*80 100*100 36 3*7 11 56 +3 D 20 24*- 0/0 X X O 1~25f strike invincible, Armor break, 1st hit cancellable
Hooligan Slide LP 100 150 63 9 13 84 -1 D 20 - 30/30 X X O Low attack, cannot fast recover, 32-54f can grab
Hooligan Slide MP 100 150 55 9 13 72 -1 D 20 - 30/30 X X O Low attack, cannot fast recover, 32-46f can grab
Hooligan Slide HP 100 150 49 9 13 70 -1 D 20 - 30/30 X X O Low attack, cannot fast recover, 32-40f can grab
Hooligan Slide EX 120 200 53 9 13 74 -1 D 20 - 0/0 X X O Low attack, cannot fast recover, 32-44f can grab
Fatal Leg Twister 130 140 1 1 - - - D - - -/40 - - - Throw range LP 1.0, MP/HP 1.05, EX 1.1
Cross Scissors Press 140 150 1 1 - - - D - - -/40 - - - Throw range LP 1.0, MP/HP 1.05, EX 1.1
Cannon Strike LK 70 100 12 Until ground 5 - - D 15 18 10/40 - - - -
Cannon Strike MK 70 100 12 Until ground 5 - - D 15 18 10/40 - - - -
Cannon Strike HK 70 100 12 Until ground 5 - - D 15 18 10/40 - - - -
Cannon Strike EX 80 100 12 Until ground 4 - - D 20 24 0/0 - - - -
Spin Drive Smasher 60*40x5*140 0 6 6x3*2x3*8 105 -35 D 0/0 - - - 1~6f invincible, Pursuit property
Gyro Drive Smasher 75*60x5*75*90 0 10 6x3*2x3*8 109 -35 D 0/0 - - - 1~10f invincible, Pursuit property
Frames Frames Frames of Frames of Super Meter Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain Chain Special Super Notes

The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.